[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Logain Abler
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Post by Logain Abler »

CanadianBrit wrote:so this is now a mod, not a script?
Yes, it's a mod now, from v3 onwards.

LA
Logain Abler
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Post by Logain Abler »

Marodeur wrote:
Logain Abler wrote:
Marodeur wrote:Hi.

Got a minor problem with the german version.

In the german board the COMMAND_TYPE_STATION_49 is already in use...

So i will change it to 48 today for the german version. ;)

Greetings
Okay thanks Marodeur :)
Öhm... i altered the t-file but if i see it right i have to alter the script-file too? Thats bad because then you cant use it as a mirror anymore. Maybe you put all the infos for the command slots in the t-file in v3.1. :)

Maybe you take a look into the setup-scripts from lucike, he has all infos in the t-file...

Yours:

Code: Select all

$command1 = {COMMAND_TYPE_STATION_49} 
His:

Code: Select all

$Cmd1 = read text: page=$PageID id=20000
$Cmd1 = string $Cmd1 to integer
Cheers mate, will do :)


LA
Marodeur
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Post by Marodeur »

Well it works. Its now v3.01 for the german users. ;)
Logain Abler
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Post by Logain Abler »

Marodeur wrote:Well it works. Its now v3.01 for the german users. ;)
Thanks so much for your work on the German side :)

Will be posting a quick v31. progress update in a moment. Look forward to your feedback.


LA
Logain Abler
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FDN v3.1 Progress Update

Post by Logain Abler »

Quick update on v3.1.

This has turned out to be a considerable bit of work! I now have the basic wares transfer feature working across multi-sectors, not as easy as it sounds.

There are a lot of considerations to take into account:
What happens if a Relay is lost? This needs to be checked and updated on the linked Node so that wares aren’t lost.

What happens if a Node is lost? You can’t have the Relays sat there doing nothing, they needs to be forces into Standalone mode so at least wares in-sector are still distributed.

But getting there :) ! I’m now testing the basic features before I go on to add in the PHQ, Equipment Dock and volume limits and the Nodes.

Here are some screens of some of the menus:

This is a Medium FDN-Node. From the summary details you can see its location, ID, storage used & the number of linked Sectors. In this case there are 6 out of 8. Not sure if it would read better as (Current/Max) rather than (Max/Current), same with the Storage :?:
[ external image ]

This is the FDN-Nodes sub menu which gives its host Sector details.
[ external image ]

The last two are the FDN-Relay menu. This is where you set the Relay status, mode and local station settings.
[ external image ]
[ external image ]

I class this as the basic element of FDN, once I've fully tested and tweaked the menu's I'll started to re-introduce the other features :)

As always feedback good/bad or indifferent is welcome :wink:


LA
Marodeur
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Post by Marodeur »

I am a fan of the Current/Max-setting but the importang thing is that it works. ;)

2 questions about the relay station:
What are the technical data of the station? Hull, shields?
Will there be a message if a relay station is under attack so you can respond quickly?


About 3.01:
The old link to v3 is ok. I left the file there. So no need for you to change the mirror, its not v3.01. ;)
Logain Abler
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Post by Logain Abler »

Marodeur wrote:I am a fan of the Current/Max-setting but the importang thing is that it works. ;)

2 questions about the relay station:
What are the technical data of the station? Hull, shields?
Will there be a message if a relay station is under attack so you can respond quickly?


About 3.01:
The old link to v3 is ok. I left the file there. So no need for you to change the mirror, its not v3.01. ;)
Point one; WIP, still not settled on that yet, I’m using a place holder for the Relay model. aXeL_UK is working on a model for the Relay, once that’s in I’ll have a look at the details.

Point two; I thought that was an in-built feature of the game?

FDN will send a message if a Node is lost or a Node loses its link with a Relay. If a Relays loses its link to the Node it will go into Standalone mode. If a Node loses a Relay it’s removed from its list.


LA
Marodeur
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Post by Marodeur »

Logain Abler wrote: Point two; I thought that was an in-built feature of the game?

FDN will send a message if a Node is lost or a Node loses its link with a Relay. If a Relays loses its link to the Node it will go into Standalone mode. If a Node loses a Relay it’s removed from its list.


LA
Yes you are right. Its an in-built feature but sometimes i cant hear the message clearly if i am in combat or something else. Well, maybe i am the only one and everybody else does not have that problem. ;)
Logain Abler
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Post by Logain Abler »

Logain Abler wrote:
Marodeur wrote:Hi.

Got a minor problem with the german version.

In the german board the COMMAND_TYPE_STATION_49 is already in use...

So i will change it to 48 today for the german version. ;)

Greetings
Okay thanks Marodeur :)

As you advised, on v3.1 the command is now in the t file :)

Still learning as this is my first script project on this scale :oops:


LA
Marodeur
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Post by Marodeur »

Thanks a lot. :thumb_up:

Maro
reassor
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Post by reassor »

hi all im new to x3tc and kinda liked idea of this mod :)
problems arised as i dont have self sustaining (sp?) number of factorys in sector im using/testing it.

first i build drone factory and sat factory (that was at start of the game) i had set resource prices high co they will be stocked even by npc's , and it worked (low profit but still).
then i made spp and crystal fab plus i added that FDN-N thingy :P

now what happens is my factorys give all product to FDN-N and run out of cash for resources then i thought that few frighters @ FDN-N will get materials for them but no . All i have on FDN wares list is products and some random wierd few items that have no sens beign there like mater/antimater warheads EMPC's (guns) etc.

so basicly what im sayn is that FDN robbs my factorys and gives only few things back.

so please am i that stupid? or maybe i just used it in a wrong manner.

help :)
Logain Abler
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Post by Logain Abler »

reassor wrote:hi all im new to x3tc and kinda liked idea of this mod :)
problems arised as i dont have self sustaining (sp?) number of factorys in sector im using/testing it.

first i build drone factory and sat factory (that was at start of the game) i had set resource prices high co they will be stocked even by npc's , and it worked (low profit but still).
then i made spp and crystal fab plus i added that FDN-N thingy :P

now what happens is my factorys give all product to FDN-N and run out of cash for resources then i thought that few frighters @ FDN-N will get materials for them but no . All i have on FDN wares list is products and some random wierd few items that have no sens beign there like mater/antimater warheads EMPC's (guns) etc.

so basicly what im sayn is that FDN robbs my factorys and gives only few things back.

so please am i that stupid? or maybe i just used it in a wrong manner.

help :)
That’s a strange one :? Certainly nothing I've come across in testing, not even sure I could re-produce that. I have come across a typo in the PHQ ware list but not the FDN-N one :(

Can you send me some screens of the sector in questions and the FDN-N menu & Sector report so I can see the settings & factories in Sector.
I’ll do my best to get to the root cause.

All,
In my re-build of v3 to v3.1 I’ve come across a couple of typos in the ware sort logic for the PHQ. This may cause a few odd results in the PHQ wares display. This will also sort out the issue below reported by amirite :oops:
amirite wrote:Should Products be showing up as an available ware to add to a dock? I've got Advanced Satellites in a sector as my main export and I'd like to use FDN to stock up my trading station with them. Actually, the FDN-N is leeching the Satellites from my factories just fine, it's just that the ware does not appear as a choice when I try to add it to my Dock. Energy Cells work just fine though
I’ll just be posting the script files involved, hopefully tomorrow.


LA
Logain Abler
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The grind gos on!

Post by Logain Abler »

I now have PHQ re-introduced and in testing so getting there with the additional features, core features are still in testing on a separate save. I want this as bug free and tested as much as possible.

I’m revising the Menu’s, the main area bugging me was the linking of Relays. It just didn’t feel right, more disjointed than smooth and intuitive. But I’ve had an epiphany and a more polished interaction between FDN-N and Relays is on the drawing board :D

I’ll get there but it won’t be until I’m happy. :twisted:

To this end I’ll be looking for testers to rip this to bits before I post for general release. If you’re interested PM me. It will be a limited Beta and priority will go to people who have contributed to the mod if they are interested.

The grind goes on :wink:


LA
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Axeface
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Post by Axeface »

It works a treat :) Love it.
Thanks loads Logain.
Gallery of my X ships and fanart eg, Boron Megalodon
My wishlist
Disclaimer: Axeface will ignore 'don't like it don't use it' responses :wink:
Logain Abler
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Post by Logain Abler »

Axeface wrote:It works a treat :) Love it.
Thanks loads Logain.
Cheers mate :D. I think with something like this the author is never happy. It’s all tweak, tweak, tweak, sound like a fraking canary! :twisted:


LA
reassor
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Post by reassor »

will do these screenies if my plan goes bad :)
i just repacked FDNN (using repackage station script) and will redeploy and see if that dosnt help then ill try with new 1

if all above fails ill post screenies with explanations.
Oh and thx Logain for fast response :)

Edit: -----------------

well i figured why these wares showed up there . Its becose whatever you put IN FDNN it becomes station ware and its listed.
But now even tho factories are on in FDN menu it only list what it and other factories produce not resources - i had to put 1 of each there so it even has it on the list. oh and CAG's only wana buy even more products (even these i make) and haul em to FDNN lol why not sell?
im lost in this mod.

what i dont understand is why it takes wares from "finished product" factorys like drones etc. i turned these factorys off for now in FDN menu (so these will probably will not be supplied by FDN) and will see how it goes.

oh and btw . why FDNN lists all wares as product and not allow to set some and resource - this would allow FDN to act like a trading hub for your factories.

plx explain me step by step how to setup this thingy and how to set freighters so it will actualy work :)

thx
taigen
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Joined: Sun, 8. Jul 07, 19:50

Post by taigen »

I am not sure if this is a problem with this mod or the game or if I am just doing something wrong, but since this is about the only thing that deals extensively with the HQ, I thought I would ask here.

I am useing the FDN to supply my HQ with all the needed resources for ship repair/building/etc. I finally built my last factory and docked a few ships and went to make some blueprints. I then was disappointed as every task on my HQ listed a cycle time of 00:00:00 and hung at 00:00:01. I can't repair, built, reverse engineer, or even recycle.

Is anyone else haveing these issues?

I used a cheat mod to make the HQ, so that could be the trouble too, but was wondering if there were any suggestions at all, or if this mod was somehow interfereing by adding wares to the HQ.

-taigen
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apricotslice
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Post by apricotslice »

Which cheat program did you use ? Cycrows ?

In X3R, you couldnt cheat one in. You had to cheat in the station kit into a TL and drop it. I've been told you can cheat one in, in TC, but I've had my reservations about it. I havent actually tried it myself yet.

In R, the scripted in HQ was there, but none of its functions worked. Sounds like this is similar.
taigen
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Post by taigen »

Thanks Apricotslice, that did the trick. It seemed like most of the programming was intact, all the options were there but they just wouldn't complete a cycle. Adding the HQ to my TL and dropping it got everything fixed ok, and now with an HQ and a FDN, I have scary production capabilities.

Current setup is working great and scary efficient (location Herretic's end)

FDN XL
HQ
SSP XL
2 L Silicon Mines
1 M Ore Mine
6 Crystal Fab
1 L Wheat Farm
1 L Cloth Rhimes
3 Cattle Ranch L
3 Cahoona Bakery
1 Chelt Aquarium L
1 Chip Plant
1 Computer Plant
1 Rastar Refinery
1 Teladianium Foundry

Whole thing is self sufficient, and the FDN makes it run so smooth it feels like cheating (I try to cheat as little as possable, I even removed 1 billion from my credits when I cheated in the HQ). I guess its no worse then a huge complex, but haveing only excess resources avaliable to my freighters (CAG scripted) so they don't run factories dry, or trying to juggle settings for products and intermediates... its just run perfect, not to mention the whole thing can run with a 0 credit budget (cept the HQ which needs some for building/repairing)

Now that I have my perfect industrial sector.. maybe its time to actually progress the plot some... though something about doing the early missions in a M1 feels way to power trippy.

-Taigen
reassor
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Post by reassor »

taigen

can you explain how you set up FDN so CAG's buy resources and sell products?

coz for me they buy all whats listed in FDNN :(
im so lame at this im just lost :evil:

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